Merge pull request #3326 from Citadel-Station-13/upstream-merge-31176

[MIRROR] loc -- > forcemove
This commit is contained in:
LetterJay
2017-11-14 15:58:20 -06:00
committed by GitHub
18 changed files with 243 additions and 258 deletions
+12 -12
View File
@@ -140,7 +140,7 @@
if(open_panel && wires.is_all_cut())
if(payload)
to_chat(user, "<span class='notice'>You carefully pry out [payload].</span>")
payload.loc = user.loc
payload.forceMove(drop_location())
payload = null
else
to_chat(user, "<span class='warning'>There isn't anything in here to remove!</span>")
@@ -206,14 +206,14 @@
var/new_timer = input(user, "Please set the timer.", "Timer", "[timer_set]") as num
if(in_range(src, user) && isliving(user)) //No running off and setting bombs from across the station
timer_set = Clamp(new_timer, minimum_timer, maximum_timer)
src.loc.visible_message("<span class='notice'>[icon2html(src, viewers(src))] timer set for [timer_set] seconds.</span>")
loc.visible_message("<span class='notice'>[icon2html(src, viewers(src))] timer set for [timer_set] seconds.</span>")
if(alert(user,"Would you like to start the countdown now?",,"Yes","No") == "Yes" && in_range(src, user) && isliving(user))
if(defused || active)
if(defused)
src.loc.visible_message("<span class='warning'>[icon2html(src, viewers(src))] Device error: User intervention required.</span>")
visible_message("<span class='warning'>[icon2html(src, viewers(src))] Device error: User intervention required.</span>")
return
else
src.loc.visible_message("<span class='danger'>[icon2html(src, viewers(loc))] [timer_set] seconds until detonation, please clear the area.</span>")
visible_message("<span class='danger'>[icon2html(src, viewers(loc))] [timer_set] seconds until detonation, please clear the area.</span>")
activate()
update_icon()
add_fingerprint(user)
@@ -223,7 +223,7 @@
if(payload && !istype(payload, /obj/item/bombcore/training))
message_admins("[ADMIN_LOOKUPFLW(user)] has primed a [name] ([payload]) for detonation at [A.name] [ADMIN_JMP(bombturf)]</a>.")
log_game("[key_name(user)] has primed a [name] ([payload]) for detonation at [A.name][COORD(bombturf)]")
payload.adminlog = "The [src.name] that [key_name(user)] had primed detonated!"
payload.adminlog = "The [name] that [key_name(user)] had primed detonated!"
///Bomb Subtypes///
@@ -359,7 +359,7 @@
var/amt_summon = 1
/obj/item/bombcore/badmin/summon/detonate()
var/obj/machinery/syndicatebomb/B = src.loc
var/obj/machinery/syndicatebomb/B = loc
spawn_and_random_walk(summon_path, src, amt_summon, walk_chance=50, admin_spawn=TRUE)
qdel(B)
qdel(src)
@@ -369,7 +369,7 @@
amt_summon = 100
/obj/item/bombcore/badmin/summon/clown/defuse()
playsound(src.loc, 'sound/misc/sadtrombone.ogg', 50)
playsound(src, 'sound/misc/sadtrombone.ogg', 50)
..()
/obj/item/bombcore/large
@@ -454,7 +454,7 @@
if(istype(I, /obj/item/crowbar) && beakers.len > 0)
playsound(loc, I.usesound, 50, 1)
for (var/obj/item/B in beakers)
B.loc = get_turf(src)
B.forceMove(drop_location())
beakers -= B
return
else if(istype(I, /obj/item/reagent_containers/glass/beaker) || istype(I, /obj/item/reagent_containers/glass/bottle))
@@ -485,9 +485,9 @@
for(var/obj/item/slime_extract/S in LG.beakers) // And slime cores.
if(beakers.len < max_beakers)
beakers += S
S.loc = src
S.forceMove(src)
else
S.loc = get_turf(src)
S.forceMove(drop_location())
if(istype(G, /obj/item/grenade/chem_grenade/cryo))
spread_range -= 1 // Reduced range, but increased density.
@@ -502,9 +502,9 @@
for(var/obj/item/reagent_containers/glass/B in G)
if(beakers.len < max_beakers)
beakers += B
B.loc = src
B.forceMove(src)
else
B.loc = get_turf(src)
B.forceMove(drop_location())
qdel(G)
+4 -4
View File
@@ -259,7 +259,7 @@
cut_overlays()
if(panel_open)
add_overlay("[initial(icon_state)]-panel")
playsound(src.loc, W.usesound, 50, 1)
playsound(src, W.usesound, 50, 1)
updateUsrDialog()
else
to_chat(user, "<span class='warning'>You must first secure [src].</span>")
@@ -403,7 +403,7 @@
var/datum/browser/popup = new(user, "vending", (name))
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
@@ -443,7 +443,7 @@
dish_quants[N] = max(dish_quants[N] - 1, 0)
for(var/obj/O in contents)
if(O.name == N)
O.loc = src.loc
O.forceMove(drop_location())
break
vend_ready = 1
updateUsrDialog()
@@ -510,7 +510,7 @@
if(icon_vend) //Show the vending animation if needed
flick(icon_vend,src)
new R.product_path(get_turf(src))
SSblackbox.add_details("vending_machine_usage","[src.type]|[R.product_path]")
SSblackbox.add_details("vending_machine_usage","[type]|[R.product_path]")
vend_ready = 1
return
+4 -4
View File
@@ -309,13 +309,13 @@ LINEN BINS
else
B = new /obj/item/bedsheet(loc)
B.loc = user.loc
B.forceMove(drop_location())
user.put_in_hands(B)
to_chat(user, "<span class='notice'>You take [B] out of [src].</span>")
update_icon()
if(hidden)
hidden.loc = user.loc
hidden.forceMove(drop_location())
to_chat(user, "<span class='notice'>[hidden] falls out of [B]!</span>")
hidden = null
@@ -333,12 +333,12 @@ LINEN BINS
else
B = new /obj/item/bedsheet(loc)
B.loc = loc
B.forceMove(drop_location())
to_chat(user, "<span class='notice'>You telekinetically remove [B] from [src].</span>")
update_icon()
if(hidden)
hidden.loc = loc
hidden.forceMove(drop_location())
hidden = null
+77 -73
View File
@@ -1,3 +1,8 @@
#define AIRLOCK_ASSEMBLY_NEEDS_WIRES 0
#define AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS 1
#define AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER 2
/obj/structure/door_assembly
name = "airlock assembly"
icon = 'icons/obj/doors/airlocks/station/public.dmi'
@@ -6,8 +11,7 @@
anchored = FALSE
density = TRUE
max_integrity = 200
desc = "The mechanical framework for an airlock."
var/state = 0
var/state = AIRLOCK_ASSEMBLY_NEEDS_WIRES
var/mineral = null
var/typetext = ""
var/icontext = ""
@@ -26,7 +30,7 @@
name = "airlock assembly"
airlock_type = /obj/machinery/door/airlock
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_com
name = "command airlock assembly"
@@ -36,7 +40,7 @@
glass_type = /obj/machinery/door/airlock/glass_command
airlock_type = /obj/machinery/door/airlock/command
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_com/glass
mineral = "glass"
@@ -50,7 +54,7 @@
glass_type = /obj/machinery/door/airlock/glass_security
airlock_type = /obj/machinery/door/airlock/security
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_sec/glass
mineral = "glass"
@@ -64,7 +68,7 @@
glass_type = /obj/machinery/door/airlock/glass_engineering
airlock_type = /obj/machinery/door/airlock/engineering
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_eng/glass
mineral = "glass"
@@ -78,7 +82,7 @@
glass_type = /obj/machinery/door/airlock/glass_mining
airlock_type = /obj/machinery/door/airlock/mining
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_min/glass
mineral = "glass"
@@ -92,7 +96,7 @@
glass_type = /obj/machinery/door/airlock/glass_atmos
airlock_type = /obj/machinery/door/airlock/atmos
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_atmo/glass
mineral = "glass"
@@ -106,7 +110,7 @@
glass_type = /obj/machinery/door/airlock/glass_research
airlock_type = /obj/machinery/door/airlock/research
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_research/glass
mineral = "glass"
@@ -120,7 +124,7 @@
glass_type = /obj/machinery/door/airlock/glass_science
airlock_type = /obj/machinery/door/airlock/science
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_science/glass
mineral = "glass"
@@ -134,7 +138,7 @@
glass_type = /obj/machinery/door/airlock/glass_medical
airlock_type = /obj/machinery/door/airlock/medical
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_med/glass
mineral = "glass"
@@ -148,7 +152,7 @@
glass_type = /obj/machinery/door/airlock/glass_maintenance
airlock_type = /obj/machinery/door/airlock/maintenance
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_mai/glass
mineral = "glass"
@@ -163,7 +167,7 @@
glass_type = /obj/machinery/door/airlock/glass_external
airlock_type = /obj/machinery/door/airlock/external
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_ext/glass
mineral = "glass"
@@ -176,7 +180,7 @@
icontext = "fre"
airlock_type = /obj/machinery/door/airlock/freezer
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_hatch
name = "airtight hatch assembly"
@@ -186,7 +190,7 @@
icontext = "hatch"
airlock_type = /obj/machinery/door/airlock/hatch
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_mhatch
name = "maintenance hatch assembly"
@@ -196,7 +200,7 @@
icontext = "mhatch"
airlock_type = /obj/machinery/door/airlock/maintenance_hatch
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_glass
name = "glass airlock assembly"
@@ -204,7 +208,7 @@
overlays_file = 'icons/obj/doors/airlocks/station2/overlays.dmi'
airlock_type = /obj/machinery/door/airlock/glass
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
mineral = "glass"
material = "glass"
@@ -213,7 +217,7 @@
icon = 'icons/obj/doors/airlocks/station/gold.dmi'
airlock_type = /obj/machinery/door/airlock/gold
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
mineral = "gold"
/obj/structure/door_assembly/door_assembly_silver
@@ -221,7 +225,7 @@
icon = 'icons/obj/doors/airlocks/station/silver.dmi'
airlock_type = /obj/machinery/door/airlock/silver
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
mineral = "silver"
/obj/structure/door_assembly/door_assembly_diamond
@@ -229,7 +233,7 @@
icon = 'icons/obj/doors/airlocks/station/diamond.dmi'
airlock_type = /obj/machinery/door/airlock/diamond
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
mineral = "diamond"
/obj/structure/door_assembly/door_assembly_uranium
@@ -237,7 +241,7 @@
icon = 'icons/obj/doors/airlocks/station/uranium.dmi'
airlock_type = /obj/machinery/door/airlock/uranium
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
mineral = "uranium"
/obj/structure/door_assembly/door_assembly_plasma
@@ -245,7 +249,7 @@
icon = 'icons/obj/doors/airlocks/station/plasma.dmi'
airlock_type = /obj/machinery/door/airlock/plasma
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
mineral = "plasma"
/obj/structure/door_assembly/door_assembly_clown
@@ -254,7 +258,7 @@
icon = 'icons/obj/doors/airlocks/station/bananium.dmi'
airlock_type = /obj/machinery/door/airlock/clown
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
mineral = "bananium"
/obj/structure/door_assembly/door_assembly_sandstone
@@ -262,7 +266,7 @@
icon = 'icons/obj/doors/airlocks/station/sandstone.dmi'
airlock_type = /obj/machinery/door/airlock/sandstone
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
mineral = "sandstone"
/obj/structure/door_assembly/door_assembly_titanium
@@ -274,7 +278,7 @@
glass_type = /obj/machinery/door/airlock/glass_titanium
airlock_type = /obj/machinery/door/airlock/titanium
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
mineral = "titanium"
/obj/structure/door_assembly/door_assembly_titanium/glass
@@ -289,7 +293,7 @@
icontext = "highsec"
airlock_type = /obj/machinery/door/airlock/highsecurity
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_vault
name = "vault door assembly"
@@ -299,7 +303,7 @@
icontext = "vault"
airlock_type = /obj/machinery/door/airlock/vault
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_shuttle
name = "shuttle airlock assembly"
@@ -309,7 +313,7 @@
icontext = "shuttle"
airlock_type = /obj/machinery/door/airlock/shuttle
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_cult
name = "cult airlock assembly"
@@ -319,7 +323,7 @@
icontext = "cult"
airlock_type = /obj/machinery/door/airlock/cult
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_cult/glass
mineral = "glass"
@@ -338,7 +342,7 @@
icon = 'icons/obj/doors/airlocks/station/wood.dmi'
airlock_type = /obj/machinery/door/airlock/wood
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
mineral = "wood"
/obj/structure/door_assembly/door_assembly_viro
@@ -349,7 +353,7 @@
glass_type = /obj/machinery/door/airlock/glass_virology
airlock_type = /obj/machinery/door/airlock/virology
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/door_assembly_viro/glass
mineral = "glass"
@@ -362,7 +366,7 @@
icontext = "ele"
airlock_type = /obj/machinery/door/airlock/centcom
anchored = TRUE
state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
/obj/structure/door_assembly/examine(mob/user)
..()
@@ -383,10 +387,10 @@
/obj/structure/door_assembly/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/pen))
var/t = stripped_input(user, "Enter the name for the door.", src.name, src.created_name,MAX_NAME_LEN)
var/t = stripped_input(user, "Enter the name for the door.", name, created_name,MAX_NAME_LEN)
if(!t)
return
if(!in_range(src, usr) && src.loc != usr)
if(!in_range(src, usr) && loc != usr)
return
created_name = t
@@ -410,7 +414,7 @@
icontype = input(user, "Please select a paintjob for this airlock.") in optionlist
if((!in_range(src, usr) && src.loc != usr) || !WT.use(user))
if((!in_range(src, usr) && loc != usr) || !WT.use(user))
return
var/has_solid = FALSE
var/has_glass = FALSE
@@ -525,7 +529,7 @@
if(WT.remove_fuel(0,user))
user.visible_message("<span class='warning'>[user] disassembles the airlock assembly.</span>", \
"You start to disassemble the airlock assembly...")
playsound(src.loc, 'sound/items/welder2.ogg', 50, 1)
playsound(src, 'sound/items/welder2.ogg', 50, 1)
if(do_after(user, 40*W.toolspeed, target = src))
if( !WT.isOn() )
@@ -542,22 +546,22 @@
break
if(door_check)
playsound(src.loc, W.usesound, 100, 1)
playsound(src, W.usesound, 100, 1)
user.visible_message("[user] secures the airlock assembly to the floor.", \
"<span class='notice'>You start to secure the airlock assembly to the floor...</span>", \
"<span class='italics'>You hear wrenching.</span>")
if(do_after(user, 40*W.toolspeed, target = src))
if( src.anchored )
if(anchored)
return
to_chat(user, "<span class='notice'>You secure the airlock assembly.</span>")
src.name = "secured airlock assembly"
src.anchored = TRUE
name = "secured airlock assembly"
anchored = TRUE
else
to_chat(user, "There is another door here!")
else
playsound(src.loc, W.usesound, 100, 1)
playsound(src, W.usesound, 100, 1)
user.visible_message("[user] unsecures the airlock assembly from the floor.", \
"<span class='notice'>You start to unsecure the airlock assembly from the floor...</span>", \
"<span class='italics'>You hear wrenching.</span>")
@@ -579,63 +583,63 @@
if(C.get_amount() < 1 || state != 0)
return
C.use(1)
src.state = 1
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
to_chat(user, "<span class='notice'>You wire the airlock assembly.</span>")
src.name = "wired airlock assembly"
name = "wired airlock assembly"
else if(istype(W, /obj/item/wirecutters) && state == 1 )
playsound(src.loc, W.usesound, 100, 1)
playsound(src, W.usesound, 100, 1)
user.visible_message("[user] cuts the wires from the airlock assembly.", \
"<span class='notice'>You start to cut the wires from the airlock assembly...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
if( src.state != 1 )
if(state != 1)
return
to_chat(user, "<span class='notice'>You cut the wires from the airlock assembly.</span>")
new/obj/item/stack/cable_coil(get_turf(user), 1)
src.state = 0
src.name = "secured airlock assembly"
state = AIRLOCK_ASSEMBLY_NEEDS_WIRES
name = "secured airlock assembly"
else if(istype(W, /obj/item/electronics/airlock) && state == 1 )
playsound(src.loc, W.usesound, 100, 1)
playsound(src, W.usesound, 100, 1)
user.visible_message("[user] installs the electronics into the airlock assembly.", \
"<span class='notice'>You start to install electronics into the airlock assembly...</span>")
if(do_after(user, 40, target = src))
if( src.state != 1 )
if( state != 1 )
return
if(!user.transferItemToLoc(W, src))
return
to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
src.state = 2
src.name = "near finished airlock assembly"
src.electronics = W
state = AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER
name = "near finished airlock assembly"
electronics = W
else if(istype(W, /obj/item/crowbar) && state == 2 )
playsound(src.loc, W.usesound, 100, 1)
playsound(src, W.usesound, 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", \
"<span class='notice'>You start to remove electronics from the airlock assembly...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
if( src.state != 2 )
if(state != 2)
return
to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
src.state = 1
src.name = "wired airlock assembly"
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
name = "wired airlock assembly"
var/obj/item/electronics/airlock/ae
if (!electronics)
ae = new/obj/item/electronics/airlock( src.loc )
ae = new/obj/item/electronics/airlock( loc )
else
ae = electronics
electronics = null
ae.loc = src.loc
ae.forceMove(src.loc)
else if(istype(W, /obj/item/stack/sheet) && !mineral)
var/obj/item/stack/sheet/G = W
if(G)
if(G.get_amount() >= 1)
if(is_glass_sheet(G))
playsound(src.loc, 'sound/items/crowbar.ogg', 100, 1)
playsound(src, 'sound/items/crowbar.ogg', 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", \
"<span class='notice'>You start to install [G.name] into the airlock assembly...</span>")
if(do_after(user, 40, target = src))
@@ -653,8 +657,8 @@
material = "glass"
//This list contains the airlock paintjobs that have a glass version:
if(icontext in list("eng", "atmo", "sec", "com", "med", "res", "min"))
src.airlock_type = text2path("/obj/machinery/door/airlock/[typetext]")
src.glass_type = text2path("/obj/machinery/door/airlock/glass_[typetext]")
airlock_type = text2path("/obj/machinery/door/airlock/[typetext]")
glass_type = text2path("/obj/machinery/door/airlock/glass_[typetext]")
else
//This airlock is default or does not have a glass version, so we revert to the default glass airlock. |- Ricotez
airlock_type = /obj/machinery/door/airlock
@@ -664,7 +668,7 @@
else if(istype(G, /obj/item/stack/sheet/mineral))
var/M = G.sheettype
if(G.get_amount() >= 2)
playsound(src.loc, 'sound/items/crowbar.ogg', 100, 1)
playsound(src, 'sound/items/crowbar.ogg', 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", \
"<span class='notice'>You start to install [G.name] into the airlock assembly...</span>")
if(do_after(user, 40, target = src))
@@ -678,28 +682,28 @@
glass_type = /obj/machinery/door/airlock/glass
else if(istype(W, /obj/item/screwdriver) && state == 2 )
playsound(src.loc, W.usesound, 100, 1)
playsound(src, W.usesound, 100, 1)
user.visible_message("[user] finishes the airlock.", \
"<span class='notice'>You start finishing the airlock...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
if(src.loc && state == 2)
if(loc && state == 2)
to_chat(user, "<span class='notice'>You finish the airlock.</span>")
var/obj/machinery/door/airlock/door
if(mineral == "glass")
door = new src.glass_type( src.loc )
door = new glass_type( loc )
else
door = new src.airlock_type( src.loc )
//door.req_access = src.req_access
door.electronics = src.electronics
door.heat_proof = src.heat_proof_finished
if(src.electronics.one_access)
door.req_one_access = src.electronics.accesses
door = new airlock_type( loc )
//door.req_access = req_access
door.electronics = electronics
door.heat_proof = heat_proof_finished
if(electronics.one_access)
door.req_one_access = electronics.accesses
else
door.req_access = src.electronics.accesses
door.req_access = electronics.accesses
if(created_name)
door.name = created_name
src.electronics.loc = door
electronics.forceMove(door)
qdel(src)
else
return ..()